﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace The_Chronicles_of_Asku.Characters
{
    class CalcHeroLevel
    {
        Hero myHero = new Hero();

        public void GetPlayerLevel(Hero myHero)
        {
            if (myHero.xp >= 0 && myHero.xp < 20) //Player level 1
            {
                myHero.level = 1;
            }

            else if (myHero.xp >= 20 && myHero.xp < 100) //Player level 2
            {
                myHero.level = 2;

                myHero.baseArmor = 15;
                myHero.baseHealth = 25;
                myHero.baseMaxAttack = 16;
                myHero.baseMinAttack = 5;
                myHero.baseMinHeal = 5;
                myHero.baseMaxHeal = 16;
                myHero.baseMinMagic = 5;
                myHero.baseMaxMagic = 16;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 100 && myHero.xp < 200) //Player level 3
            {
                myHero.level = 3;

                myHero.baseArmor = 20;
                myHero.baseHealth = 35;
                myHero.baseMaxAttack = 26;
                myHero.baseMinAttack = 10;
                myHero.baseMinHeal = 10;
                myHero.baseMaxHeal = 21;
                myHero.baseMinMagic = 10;
                myHero.baseMaxMagic = 26;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 200 && myHero.xp < 400) //Player level 4
            {
                myHero.level = 4;

                myHero.baseArmor = 25;
                myHero.baseHealth = 45;
                myHero.baseMaxAttack = 36;
                myHero.baseMinAttack = 20;
                myHero.baseMinHeal = 20;
                myHero.baseMaxHeal = 31;
                myHero.baseMinMagic = 20;
                myHero.baseMaxMagic = 36;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 400 && myHero.xp < 800) //Player level 5
            {
                myHero.level = 5;

                myHero.baseArmor = 30;
                myHero.baseHealth = 55;
                myHero.baseMaxAttack = 46;
                myHero.baseMinAttack = 30;
                myHero.baseMinHeal = 25;
                myHero.baseMaxHeal = 35;
                myHero.baseMinMagic = 30;
                myHero.baseMaxMagic = 46;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 800 && myHero.xp < 1600) //Player level 6
            {
                myHero.level = 6;

                myHero.baseArmor = 35;
                myHero.baseHealth = 65;
                myHero.baseMaxAttack = 56;
                myHero.baseMinAttack = 40;
                myHero.baseMinHeal = 30;
                myHero.baseMaxHeal = 40;
                myHero.baseMinMagic = 40;
                myHero.baseMaxMagic = 56;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 1600 && myHero.xp < 3200) //Player level 7
            {
                myHero.level = 7;

                myHero.baseArmor = 35;
                myHero.baseHealth = 70;
                myHero.baseMaxAttack = 56;
                myHero.baseMinAttack = 40;
                myHero.baseMinHeal = 30;
                myHero.baseMaxHeal = 40;
                myHero.baseMinMagic = 40;
                myHero.baseMaxMagic = 56;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 3200 && myHero.xp < 6400) //Player level 8
            {
                myHero.level = 8;

                myHero.baseArmor = 40;
                myHero.baseHealth = 90;
                myHero.baseMaxAttack = 80;
                myHero.baseMinAttack = 50;
                myHero.baseMinHeal = 50;
                myHero.baseMaxHeal = 80;
                myHero.baseMinMagic = 50;
                myHero.baseMaxMagic = 80;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 6400 && myHero.xp < 12800) //Player level 9
            {
                myHero.level = 9;

                myHero.baseArmor = 45;
                myHero.baseHealth = 120;
                myHero.baseMaxAttack = 100;
                myHero.baseMinAttack = 55;
                myHero.baseMinHeal = 60;
                myHero.baseMaxHeal = 105;
                myHero.baseMinMagic = 55;
                myHero.baseMaxMagic = 100;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 12800 && myHero.xp < 25600) //Player level 10
            {
                myHero.level = 10;
             
                myHero.baseArmor = 55;
                myHero.baseHealth = 150;
                myHero.baseMaxAttack = 120;
                myHero.baseMinAttack = 55;
                myHero.baseMinHeal = 50;
                myHero.baseMaxHeal = 100;
                myHero.baseMinMagic = 46;
                myHero.baseMaxMagic = 120;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 25600 && myHero.xp < 51200) //Player level 11
            {
                myHero.level = 11;
             
                myHero.baseArmor = 60;
                myHero.baseHealth = 200;
                myHero.baseMaxAttack = 140;
                myHero.baseMinAttack = 80;
                myHero.baseMinHeal = 80;
                myHero.baseMaxHeal = 120;
                myHero.baseMinMagic = 80;
                myHero.baseMaxMagic = 140;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 51200 && myHero.xp < 75000) //Player level 12
            {
                myHero.level = 12;
             
                myHero.baseArmor = 80;
                myHero.baseHealth = 250;
                myHero.baseMaxAttack = 160;
                myHero.baseMinAttack = 100;
                myHero.baseMinHeal = 100;
                myHero.baseMaxHeal = 150;
                myHero.baseMinMagic = 100;
                myHero.baseMaxMagic = 160;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 75000 && myHero.xp < 120000) //Player level 13
            {
                myHero.level = 13;
             
                myHero.baseArmor = 90;
                myHero.baseHealth = 300;
                myHero.baseMaxAttack = 180;
                myHero.baseMinAttack = 120;
                myHero.baseMinHeal = 120;
                myHero.baseMaxHeal = 180;
                myHero.baseMinMagic = 120;
                myHero.baseMaxMagic = 180;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 120000 && myHero.xp < 160000) //Player level 14
            {
                myHero.level = 14;
             
                myHero.baseArmor = 100;
                myHero.baseHealth = 350;
                myHero.baseMaxAttack = 200;
                myHero.baseMinAttack = 140;
                myHero.baseMinHeal = 140;
                myHero.baseMaxHeal = 200;
                myHero.baseMinMagic = 140;
                myHero.baseMaxMagic = 200;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 160000 && myHero.xp < 220000) //Player level 15
            {
                myHero.level = 15;
             
                myHero.baseArmor = 110;
                myHero.baseHealth = 400;
                myHero.baseMaxAttack = 220;
                myHero.baseMinAttack = 160;
                myHero.baseMinHeal = 160;
                myHero.baseMaxHeal = 220;
                myHero.baseMinMagic = 160;
                myHero.baseMaxMagic = 220;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 220000 && myHero.xp < 350000) //Player level 16
            {
                myHero.level = 16;

                myHero.baseArmor = 120;
                myHero.baseHealth = 420;
                myHero.baseMaxAttack = 260;
                myHero.baseMinAttack = 200;
                myHero.baseMinHeal = 200;
                myHero.baseMaxHeal = 250;
                myHero.baseMinMagic = 200;
                myHero.baseMaxMagic = 260;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 350000 && myHero.xp < 500000) //Player level 17
            {
                myHero.level = 17;

                myHero.baseArmor = 140;
                myHero.baseHealth = 480;
                myHero.baseMaxAttack = 300;
                myHero.baseMinAttack = 240;
                myHero.baseMinHeal = 240;
                myHero.baseMaxHeal = 300;
                myHero.baseMinMagic = 250;
                myHero.baseMaxMagic = 300;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }


                //Beyond this point, it is all ToDo:
            else if (myHero.xp >= 500000 && myHero.xp < 700000) //Player level 18
            {
                myHero.level = 18;

                myHero.baseArmor = 160;
                myHero.baseHealth = 550;
                myHero.baseMaxAttack = 350;
                myHero.baseMinAttack = 300;
                myHero.baseMinHeal = 300;
                myHero.baseMaxHeal = 350;
                myHero.baseMinMagic = 300;
                myHero.baseMaxMagic = 350;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 700000 && myHero.xp < 920000) //Player level 19
            {
                myHero.level = 19;

                myHero.baseArmor = 180;
                myHero.baseHealth = 600;
                myHero.baseMaxAttack = 400;
                myHero.baseMinAttack = 350;
                myHero.baseMinHeal = 350;
                myHero.baseMaxHeal = 400;
                myHero.baseMinMagic = 350;
                myHero.baseMaxMagic = 400;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 920000 && myHero.xp < 1500000) //Player level 20
            {
                myHero.level = 20;

                myHero.baseArmor = 200;
                myHero.baseHealth = 650;
                myHero.baseMaxAttack = 450;
                myHero.baseMinAttack = 400;
                myHero.baseMinHeal = 400;
                myHero.baseMaxHeal = 450;
                myHero.baseMinMagic = 400;
                myHero.baseMaxMagic = 450;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 1500000 && myHero.xp < 2000000) //Player level 21
            {
                myHero.level = 21;
                myHero.baseArmor = 220;
                myHero.baseHealth = 700;
                myHero.baseMaxAttack = 500;
                myHero.baseMinAttack = 450;
                myHero.baseMinHeal = 450;
                myHero.baseMaxHeal = 500;
                myHero.baseMinMagic = 450;
                myHero.baseMaxMagic = 500;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 2000000 && myHero.xp < 2500000) //Player level 22
            {
                myHero.level = 22;
                myHero.baseArmor = 240;
                myHero.baseHealth = 750;
                myHero.baseMaxAttack = 550;
                myHero.baseMinAttack = 500;
                myHero.baseMinHeal = 500;
                myHero.baseMaxHeal = 550;
                myHero.baseMinMagic = 500;
                myHero.baseMaxMagic = 550;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 2500000 && myHero.xp < 3000000) //Player level 23
            {
                myHero.level = 23;
                myHero.baseArmor = 260;
                myHero.baseHealth = 800;
                myHero.baseMaxAttack = 600;
                myHero.baseMinAttack = 550;
                myHero.baseMinHeal = 550;
                myHero.baseMaxHeal = 600;
                myHero.baseMinMagic = 550;
                myHero.baseMaxMagic = 600;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 3000000 && myHero.xp < 3500000) //Player level 24
            {
                myHero.level = 24;
                myHero.baseArmor = 280;
                myHero.baseHealth = 850;
                myHero.baseMaxAttack = 650;
                myHero.baseMinAttack = 600;
                myHero.baseMinHeal = 600;
                myHero.baseMaxHeal = 650;
                myHero.baseMinMagic = 600;
                myHero.baseMaxMagic = 650;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 3500000 && myHero.xp < 4000000) //Player level 25
            {
                myHero.level = 25;
                myHero.baseArmor = 300;
                myHero.baseHealth = 900;
                myHero.baseMaxAttack = 700;
                myHero.baseMinAttack = 650;
                myHero.baseMinHeal = 650;
                myHero.baseMaxHeal = 700;
                myHero.baseMinMagic = 650;
                myHero.baseMaxMagic = 700;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 4000000 && myHero.xp < 4500000) //Player level 26
            {
                myHero.level = 26;
                myHero.baseArmor = 320;
                myHero.baseHealth = 950;
                myHero.baseMaxAttack = 750;
                myHero.baseMinAttack = 700;
                myHero.baseMinHeal = 700;
                myHero.baseMaxHeal = 750;
                myHero.baseMinMagic = 700;
                myHero.baseMaxMagic = 750;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 4500000 && myHero.xp < 5000000) //Player level 27
            {
                myHero.level = 27;
                myHero.baseArmor = 340;
                myHero.baseHealth = 1000;
                myHero.baseMaxAttack = 800;
                myHero.baseMinAttack = 750;
                myHero.baseMinHeal = 750;
                myHero.baseMaxHeal = 800;
                myHero.baseMinMagic = 750;
                myHero.baseMaxMagic = 800;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 5000000 && myHero.xp < 5500000) //Player level 28
            {
                myHero.level = 28;
                myHero.baseArmor = 360;
                myHero.baseHealth = 1050;
                myHero.baseMaxAttack = 850;
                myHero.baseMinAttack = 800;
                myHero.baseMinHeal = 800;
                myHero.baseMaxHeal = 850;
                myHero.baseMinMagic = 800;
                myHero.baseMaxMagic = 850;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 5500000 && myHero.xp < 6000000) //Player level 29
            {
                myHero.level = 29;
                myHero.baseArmor = 380;
                myHero.baseHealth = 1100;
                myHero.baseMaxAttack = 900;
                myHero.baseMinAttack = 850;
                myHero.baseMinHeal = 850;
                myHero.baseMaxHeal = 900;
                myHero.baseMinMagic = 850;
                myHero.baseMaxMagic = 900;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 6000000 && myHero.xp < 6750000) //Player level 30
            {
                myHero.level = 30;
                myHero.baseArmor = 400;
                myHero.baseHealth = 1150;
                myHero.baseMaxAttack = 950;
                myHero.baseMinAttack = 900;
                myHero.baseMinHeal = 900;
                myHero.baseMaxHeal = 950;
                myHero.baseMinMagic = 900;
                myHero.baseMaxMagic = 950;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 6750000 && myHero.xp < 7500000) //Player level 31
            {
                myHero.level = 31;
                myHero.baseArmor = 450;
                myHero.baseHealth = 1200;
                myHero.baseMaxAttack = 1000;
                myHero.baseMinAttack = 950;
                myHero.baseMinHeal = 950;
                myHero.baseMaxHeal = 1000;
                myHero.baseMinMagic = 950;
                myHero.baseMaxMagic = 1000;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 7500000 && myHero.xp < 8250000) //Player level 32
            {
                myHero.level = 32;
                myHero.baseArmor = 500;
                myHero.baseHealth = 1250;
                myHero.baseMaxAttack = 1050;
                myHero.baseMinAttack = 1000;
                myHero.baseMinHeal = 1000;
                myHero.baseMaxHeal = 1050;
                myHero.baseMinMagic = 1000;
                myHero.baseMaxMagic = 1050;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 8250000 && myHero.xp < 9000000) //Player level 33
            {
                myHero.level = 33;
                myHero.baseArmor = 550;
                myHero.baseHealth = 1300;
                myHero.baseMaxAttack = 1100;
                myHero.baseMinAttack = 1050;
                myHero.baseMinHeal = 1050;
                myHero.baseMaxHeal = 1100;
                myHero.baseMinMagic = 1050;
                myHero.baseMaxMagic = 1100;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 9000000 && myHero.xp < 9750000) //Player level 34
            {
                myHero.level = 34;
                myHero.baseArmor = 600;
                myHero.baseHealth = 1350;
                myHero.baseMaxAttack = 1150;
                myHero.baseMinAttack = 1100;
                myHero.baseMinHeal = 1100;
                myHero.baseMaxHeal = 1150;
                myHero.baseMinMagic = 1100;
                myHero.baseMaxMagic = 1150;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 9750000 && myHero.xp < 10500000) //Player level 35
            {
                myHero.level = 35;
                myHero.baseArmor = 650;
                myHero.baseHealth = 1400;
                myHero.baseMaxAttack = 1200;
                myHero.baseMinAttack = 1150;
                myHero.baseMinHeal = 1150;
                myHero.baseMaxHeal = 1200;
                myHero.baseMinMagic = 1150;
                myHero.baseMaxMagic = 1200;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 10500000 && myHero.xp < 11250000) //Player level 36
            {
                myHero.level = 36;
                myHero.baseArmor = 700;
                myHero.baseHealth = 1450;
                myHero.baseMaxAttack = 1250;
                myHero.baseMinAttack = 1200;
                myHero.baseMinHeal = 1200;
                myHero.baseMaxHeal = 1250;
                myHero.baseMinMagic = 1200;
                myHero.baseMaxMagic = 1250;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 11250000 && myHero.xp < 12000000) //Player level 37
            {
                myHero.level = 37;
                myHero.baseArmor = 750;
                myHero.baseHealth = 1500;
                myHero.baseMaxAttack = 1300;
                myHero.baseMinAttack = 1250;
                myHero.baseMinHeal = 1250;
                myHero.baseMaxHeal = 1300;
                myHero.baseMinMagic = 1250;
                myHero.baseMaxMagic = 1300;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 12000000 && myHero.xp < 12750000) //Player level 38
            {
                myHero.level = 38;
                myHero.baseArmor = 800;
                myHero.baseHealth = 1550;
                myHero.baseMaxAttack = 1350;
                myHero.baseMinAttack = 1300;
                myHero.baseMinHeal = 1300;
                myHero.baseMaxHeal = 1350;
                myHero.baseMinMagic = 1300;
                myHero.baseMaxMagic = 1350;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 12750000 && myHero.xp < 13500000) //Player level 39
            {
                myHero.level = 39;
                myHero.baseArmor = 850;
                myHero.baseHealth = 1600;
                myHero.baseMaxAttack = 1400;
                myHero.baseMinAttack = 1350;
                myHero.baseMinHeal = 1350;
                myHero.baseMaxHeal = 1400;
                myHero.baseMinMagic = 1350;
                myHero.baseMaxMagic = 1400;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 13500000 && myHero.xp < 14500000) //Player level 40
            {
                myHero.level = 40;
                myHero.baseArmor = 900;
                myHero.baseHealth = 1650;
                myHero.baseMaxAttack = 1450;
                myHero.baseMinAttack = 1400;
                myHero.baseMinHeal = 1400;
                myHero.baseMaxHeal = 1450;
                myHero.baseMinMagic = 1400;
                myHero.baseMaxMagic = 1450;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 14500000 && myHero.xp < 15500000) //Player level 41
            {
                myHero.level = 41;
                myHero.baseArmor = 950;
                myHero.baseHealth = 1700;
                myHero.baseMaxAttack = 1500;
                myHero.baseMinAttack = 1450;
                myHero.baseMinHeal = 1450;
                myHero.baseMaxHeal = 1500;
                myHero.baseMinMagic = 1450;
                myHero.baseMaxMagic = 1500;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 15500000 && myHero.xp < 16500000) //Player level 42
            {
                myHero.level = 42;
                myHero.baseArmor = 1000;
                myHero.baseHealth = 1750;
                myHero.baseMaxAttack = 1550;
                myHero.baseMinAttack = 1500;
                myHero.baseMinHeal = 1500;
                myHero.baseMaxHeal = 1550;
                myHero.baseMinMagic = 1500;
                myHero.baseMaxMagic = 1550;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 16500000 && myHero.xp < 17500000) //Player level 43
            {
                myHero.level = 43;
                myHero.baseArmor = 1050;
                myHero.baseHealth = 1800;
                myHero.baseMaxAttack = 1600;
                myHero.baseMinAttack = 1550;
                myHero.baseMinHeal = 1550;
                myHero.baseMaxHeal = 1600;
                myHero.baseMinMagic = 1550;
                myHero.baseMaxMagic = 1600;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 17500000 && myHero.xp < 18500000) //Player level 44
            {
                myHero.level = 44;
                myHero.baseArmor = 1100;
                myHero.baseHealth = 1850;
                myHero.baseMaxAttack = 1650;
                myHero.baseMinAttack = 1600;
                myHero.baseMinHeal = 1600;
                myHero.baseMaxHeal = 1650;
                myHero.baseMinMagic = 1600;
                myHero.baseMaxMagic = 1650;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 18500000 && myHero.xp < 19500000) //Player level 45
            {
                myHero.level = 45;
                myHero.baseArmor = 1150;
                myHero.baseHealth = 1900;
                myHero.baseMaxAttack = 1700;
                myHero.baseMinAttack = 1650;
                myHero.baseMinHeal = 1650;
                myHero.baseMaxHeal = 1700;
                myHero.baseMinMagic = 1650;
                myHero.baseMaxMagic = 1700;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 19500000 && myHero.xp < 20500000) //Player level 46
            {
                myHero.level = 46;
                myHero.baseArmor = 1200;
                myHero.baseHealth = 1950;
                myHero.baseMaxAttack = 1750;
                myHero.baseMinAttack = 1700;
                myHero.baseMinHeal = 1700;
                myHero.baseMaxHeal = 1750;
                myHero.baseMinMagic = 1700;
                myHero.baseMaxMagic = 1750;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 20500000 && myHero.xp < 21500000) //Player level 47
            {
                myHero.level = 47;
                myHero.baseArmor = 1250;
                myHero.baseHealth = 2000;
                myHero.baseMaxAttack = 1800;
                myHero.baseMinAttack = 1750;
                myHero.baseMinHeal = 1750;
                myHero.baseMaxHeal = 1800;
                myHero.baseMinMagic = 1750;
                myHero.baseMaxMagic = 1800;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 21500000 && myHero.xp < 22500000) //Player level 48
            {
                myHero.level = 48;
                myHero.baseArmor = 1300;
                myHero.baseHealth = 2050;
                myHero.baseMaxAttack = 1850;
                myHero.baseMinAttack = 1800;
                myHero.baseMinHeal = 1800;
                myHero.baseMaxHeal = 1850;
                myHero.baseMinMagic = 1800;
                myHero.baseMaxMagic = 1850;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 22500000 && myHero.xp < 23500000) //Player level 49
            {
                myHero.level = 49;
                myHero.baseArmor = 1350;
                myHero.baseHealth = 2100;
                myHero.baseMaxAttack = 1900;
                myHero.baseMinAttack = 1850;
                myHero.baseMinHeal = 1850;
                myHero.baseMaxHeal = 1900;
                myHero.baseMinMagic = 1850;
                myHero.baseMaxMagic = 1900;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }

            else if (myHero.xp >= 24500000) //Level capped player Level 50
            {
                myHero.xp = 24500000;

                myHero.level = 50;
                myHero.baseArmor = 1400;
                myHero.baseHealth = 2150;
                myHero.baseMaxAttack = 1950;
                myHero.baseMinAttack = 1900;
                myHero.baseMinHeal = 1900;
                myHero.baseMaxHeal = 1950;
                myHero.baseMinMagic = 1900;
                myHero.baseMaxMagic = 1950;

                myHero.armor = myHero.baseArmor + myHero.armorBonus;
                myHero.health = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxHealth = myHero.baseHealth + myHero.healthBonus;
                myHero.maxAttack = myHero.baseMaxAttack + myHero.attackBonus;
                myHero.minAttack = myHero.baseMinAttack + myHero.attackBonus;
                myHero.minHeal = myHero.baseMinHeal + myHero.healBonus;
                myHero.maxHeal = myHero.baseMaxHeal + myHero.healBonus;
                myHero.minMagic = myHero.baseMinMagic + myHero.magicBonus;
                myHero.maxMagic = myHero.baseMaxMagic + myHero.magicBonus;
            }
        }
    }
}
